MT60 Roman Civil War

Roman Civil Wars

Step 1 - determine first playerEach player rolls 7 die and the highest number of Leader symbols goes first in every subsequent step.Re-roll ties.

Step 2 - place terrainEach player has a scenario specified set of terrain tiles (e.g. 3 Woods. 2 Hill and 1 Rough terrain tiles)1st player places 1 terrain tile on any clear hex within 5 hexes of his baseline. 2nd player then places 1 terrain tile on any clear hex within 5 hexes of his baseline. Tiles are placed alternately until all terrain is placed.

Step 3 - place standard unitsEach player has a scenario specified set of units and leaders. (e.g. 3 LI, 2 AUX, 4 MI, 2 HI, 2 MC and 2 LDR)1st player places 1 unit or leader on any hex within 3 hexes of his baseline. 2nd player then places 1 unit or leader on any hex within 3 hexes of his baseline.Units and leaders are placed alternately until all given units are placed

Step 4 - place optional forcesEach player has a scenario defined set of options to choose. For example1 HC or 1 HI1 LC or 1 LS1 LB or 1 HWM1 LDR or 1 Command Card1 WAR or 1 MCEach player starting with the first alternately chooses which option they select and place the unit on map within 3 hexes of their baseline. Command cards are drawn into their hand (and can be viewed).

This was a fight in the center, with both flanks playing almost no role. Greg's Romans came hard up the middle and caused some casualties, but were then cut down and the battle was tied 4-4. Stormwalker's Romans then pushed back up the middle and the Gods smile on Greg when an attacke came up short and Stormwalker's leader was cut down on a 2d check. The momentum shifted back to Greg at this point and the win was secured. A very close battle, could have gone either way, as it usually the case with heavy infantry clashing hard.

Due date 30 April 2018.
This is 1 match Final, and tournament is decided by knock out. Note: changes to the setup from Round 2 have been underlined

Roman Civil Wars
Step 1 - determine first player
Each player rolls 7 die and the highest number of Leader symbols goes first in every subsequent step.
Re-roll ties.

Step 2 - place terrain
Each player has a scenario specified set of terrain tiles (5 Hill and 1 Rough terrain tiles)
1st player places 1 terrain tile on any clear hex within 5 hexes of his baseline. 2nd player then places 1 terrain tile on any clear hex within 5 hexes of his baseline. Tiles are placed alternately until all terrain is placed.

Step 3 - place standard units
Each player has a scenario specified set of units and leaders. ( 2 LI, 3 AUX, 3 MI, 2 HI, 2 MC, 2 LC and 2 LDR)
1st player places 1 unit or leader on any hex within 3 hexes of his baseline. 2nd player then places 1 unit or leader on any hex within 3 hexes of his baseline.
Units and leaders are placed alternately until all given units are placed

Step 4 - place optional forces
Each player has a scenario defined set of options to choose.1 HC or 1 HWM
1 AUX or 1 LS
1 LDR or 1 Command Card1 LDR or 1 Command Card (extra choice)1 WAR or 1 MI1 LC or 1 LS
Each player starting with the first alternately chooses which option they select and place the unit on map within 3 hexes of their baseline. Command cards are drawn into their hand (and can be viewed).

Step 5 - draw Command Cards
Each player draws 4 Command Cards which add to any Command Cards already drawn. Players that selected an extra Command card have an increased Command. (e.g if they drew 1 Command card in Step 4, their Command is 5)

Both players tried as hard as they could to place their forces in the most advantageous positions. However, it quickly became clear that Michal did a better job at this as he positioned his tough AUX units opposite stormwalker's cavalry units. Hence, it was no surprise that the match began with ranged fire attacks, which helped to reduced two of three cavalry units to single blocks. A Rally card and then repositioning of the cavalry units helped a bit to relief the pressure on that wing.

Those initial clashes were followed by a rather long period of ranged fire attacks and passive movements of units as neither of the sides wanted be first to attack. Finally, Michal decided to attack. He managed to inflict heavy losses, however, one of his leaders was killed in the process and he had to regroup around his camp.

A couple of turns later stormwalker decided to attack Michal's main forces. We played in total 3 Double Time cards so as you can imagine not many units were left on the field after that. In the end the camp was taken.

Overall, it was a very close and bloody battle. It suffices to say that at the end the game stormwalker had 4 units reduced to a single block!

Due date 31 March 2018.
This is 1 match, and tournament is by knock out now. Note: changes to the setup from Round 2 have been underlined

Roman Civil Wars
Step 1 - determine first player
Each player rolls 7 die and the highest number of Leader symbols goes first in every subsequent step.
Re-roll ties.

Step 2 - place terrain
Each player has a scenario specified set of terrain tiles (1 Woods, 1 Camp, 3 Hill and 3 Rough terrain tiles)
1st player places 1 terrain tile on any clear hex within 5 hexes of his baseline. 2nd player then places 1 terrain tile on any clear hex within 5 hexes of his baseline. Tiles are placed alternately until all terrain is placed.

Step 3 - place standard units
Each player has a scenario specified set of units and leaders. ( 3 LI, 2 AUX, 4 MI, 2 HI, 2 MC and 2 LDR)
1st player places 1 unit or leader on any hex within 3 hexes of his baseline. 2nd player then places 1 unit or leader on any hex within 3 hexes of his baseline.
Units and leaders are placed alternately until all given units are placed

Step 4 - place optional forces
Each player has a scenario defined set of options to choose.
1 HC or 1 HI1 AUX or 1 LS
1 LDR or 1 Command Card
1 WAR or 1 MC
Each player starting with the first alternately chooses which option they select and place the unit on map within 3 hexes of their baseline. Command cards are drawn into their hand (and can be viewed).

Step 5 - draw Command Cards
Each player draws 4 Command Cards which add to any Command Cards already drawn. Players that selected an extra Command card have an increased Command. (e.g if they drew 1 Command card in Step 4, their Command is 5)

Step 6 - 1st Player moves first

Step 7 - Victory Banners = 8 (unless otherwise specified)

Special Rules
1. Julian Legions rule is in effect
2. If a unit occupies the enemy camp, remove it immediately and score 1 banner

Very tough game for plainscape, all the rolls, and I mean almost all the rolls, were in Greg's favor. Greg's Romans were heavy in the center and mushed forward and then angled to the left pretty much destroying all who stood in front of them.

Great game with high pressure from the beginning.
As said during the game "it's now or never (Elvis Presley)"... a lot of Line command cards with counter attack...
Marcin (stormwalker) got the game but it was intense and really fun.

File Attachment:

Gonzo 7 banners
Giulio 3 banners
Initial Range strikes gradually favored Gonzo. Several missile units picked off. Giulio turtled in the back, conceding the terrain. A couple of double banner rolls destroyed one of Giulo MC and LI. Things were getting out of hand with 6-0 score, but a Spartacus almost reversed the fortune. Killing a MI, HI, and leader of Gonzo's. Gonzo moved up an unsupported HI to a 3 pt MC on back row and rolled 2 banners to end game. Thanks to Guilio for the match.

That was interesting game - set up took 30 minutes, and the game itself 56 minutes.
Togan concentrated terrain on his left and build very powerful right cavalry wing. I had more dispersed terrain and mainly foot units.

Initial game show a lot of missile attacks and exchanges, then I moved forward on my left which was countered by Togan's cavalry. Unfortunately, in that attack his HC and LDR died and then it was a snowball effect with whole wing collapsing...

Nice way to play CCA scenarios - and thanks to Togan for organizing our game today.

can't access the VASSAL file right now, but use the procedure listed under Round 2, and trash the VSAV file if it does not correspond. I thought I had updated it, but it has been sitting around a few days.

some questions:
1) I assume step 2) and 3) are fixed as per attachment and your comment? Or do we play as per above message, and attachment is only example?
2) In attachment you have 2 LI, while in Step 3 3 LI. I assume 2 LI is correct?
2) Step 4 in above message and Vassal file are different - can you please explain?

Due date 28 Feb 2018.
This is 1 match, and tournament is by knock out now.

Roman Civil Wars
Step 1 - determine first player
Each player rolls 7 die and the highest number of Leader symbols goes first in every subsequent step.
Re-roll ties.

Step 2 - place terrain
Each player has a scenario specified set of terrain tiles (3 Woods. 2 Hill and 1 Rough terrain tiles)
1st player places 1 terrain tile on any clear hex within 5 hexes of his baseline. 2nd player then places 1 terrain tile on any clear hex within 5 hexes of his baseline. Tiles are placed alternately until all terrain is placed.

Step 3 - place standard units
Each player has a scenario specified set of units and leaders. ( 3 LI, 2 AUX, 4 MI, 2 HI, 2 MC and 2 LDR)
1st player places 1 unit or leader on any hex within 3 hexes of his baseline. 2nd player then places 1 unit or leader on any hex within 3 hexes of his baseline.
Units and leaders are placed alternately until all given units are placed

Step 4 - place optional forces
Each player has a scenario defined set of options to choose.
1 HC or 1 HI
1 LC or 1 LS
1 LB or 1 HWM
1 LDR or 1 Command Card
1 WAR or 1 MC
Each player starting with the first alternately chooses which option they select and place the unit on map within 3 hexes of their baseline. Command cards are drawn into their hand (and can be viewed).

Step 5 - draw Command Cards
Each player draws 4 Command Cards which add to any Command Cards already drawn. Players that selected an extra Command card have an increased Command. (e.g if they drew 1 Command card in Step 4, their Command is 5)